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Old 04-19-12, 04:25 PM   #91
LGN1
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Quote:
Originally Posted by Leitender View Post
LGN1:

You must also create a new sensor (e.g. R02 for a Radar system which differentiates in range between planes and ships) to the ship´s sns-file AND create a new cfg-node to the ship´s dat-file. Compare it to the existing sensors an you will see.
Hi,

I have tried the idea, but couldn't get it to work. It seems that the units can only deal with one sensor per sensor type From reading some old posts, it seems that several people have already tried similar things, but no one has been successful so far. Nevertheless, it would be good if someone else tries it again. Leitender?

Regards, LGN1
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Old 04-23-12, 04:17 AM   #92
Leitender
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Hi LGN1,

two attempts: Creating a R02-Node within .dat-file, then 1. create a R02-part within .sns-file: No success. 2. Fitted unused D01-Node with type 286-Radar: No success either. So far:
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Old 05-09-12, 05:20 PM   #93
Vince82
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Very important mod, adds a lot more realism as the hydrophone is such a vital piece of equipment for a uboat.

TY Rubini
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Old 02-17-13, 06:04 PM   #94
gap
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Quote:
Originally Posted by Rubini View Post
Leitender have noticed that the player only can listen from one of the layers (seems the more deep one, the other two are deaf for the player).
Anyhow, the sonarman and the game works normally on the hydro contacts and dinamics, as intend.
So, be adviced, until we find a solution, that this mod is not suitable for players that like to listen contacts by theirselfs
Hi Rubini,

I suggest you to go through the last posts of Repaired Equipment MOD's thread: it seems that I and volodya61 managed to fix the above issue, making hydrophone contacts audible along the whole sensor's depth range.

Hopefully our method will work for SHIII as well
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Old 02-17-13, 10:39 PM   #95
Rubini
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Quote:
Originally Posted by gap View Post
Hi Rubini,

I suggest you to go through the last posts of Repaired Equipment MOD's thread: it seems that I and volodya61 managed to fix the above issue, making hydrophone contacts audible along the whole sensor's depth range.

Hopefully our method will work for SHIII as well
Thanks by the tip gap! Just finished to read all that thread and will start to test your approach on sh3. Will post my finds later!
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Old 02-18-13, 12:42 AM   #96
Rubini
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Ok, first quick test done:

it works also on SH3! Great find guys!

Some comments and limitations:

1. The solution is related to make the first sensor the more long one (more distance sensible, currently the more deep). In this original mod and also on my version for Sh3 the sequence was just the inverse: first the short one, last the long one.

2.With this correction the mod continues to work on Ai/sonarman crew side correctly...but

3. At player (human) side, besides the fact that now we have again a really working hydro station as before (I mean, we have again ambience and propelers sound there all the time), it have the flaw of working all the time, for any distance (from max 30km from almost 0km), independentely of the hydro layer.

Conclusion: isn´t a perfect solution because the player will listen too much, independently of the hydro layer or uboat depth, but the AI/sonarman will works correctly, as the mod intention. Probably by game engine limitation, we will never have a perfect solution, but the mod is much better now!!(well, "never" can´t be used on SH3/4/5 mod community, we already fix a lot of unfixable things, no?)

I will test it a bit more and make a new update package soon!
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Old 02-18-13, 07:20 AM   #97
gap
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Hi Rubini,

I am glad that, despite its limitations, the fix also worked for you.
your conclusions are correct:

- only the last SensorData controller of each hydrophone (the one with the bigger Index Id) is used for human audible contacts: its Min and Max SensorHeights must cover the whole depth range at which we want contacts to be audible by the player;

- unfortunately human audible contacts are not affected by MaxRange settings: as noted by you, they are audible at any range. This is a limitation (or rather an unlimitation ) relative to SH5 and probaly to SHIII stock games. Introducing layers with limited hydrophone detection, the present mod and your one for SHIII only make the problem more obvious.
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Old 02-18-13, 11:31 AM   #98
Rubini
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Hi guys,

After made more tests i can say that the gap fix really fixed the problem! Now the mod is complete!!
I will make a new updated version and will post for download until tomorrow!

Thanks gap!
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Old 02-18-13, 12:10 PM   #99
gap
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Quote:
Originally Posted by Rubini View Post
Hi guys,

After made more tests i can say that the gap fix really fixed the problem! Now the mod is complete!!
I will make a new updated version and will post for download until tomorrow!

Thanks gap!
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Old 10-08-13, 07:10 PM   #100
Txema
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The link for this mod is not working form me:

Link to download (after decompress choose accordingly)
Version 2.0
http://www.mediafire.com/?q8fzs78u03t8wb

Could you please check it ?

Thanks in advance !!


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Old 10-10-13, 11:26 AM   #101
Fubar2Niner
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Quote:
Originally Posted by Rubini View Post
Hi guys,

After made more tests i can say that the gap fix really fixed the problem! Now the mod is complete!!
I will make a new updated version and will post for download until tomorrow!

Thanks gap!
@Rubini

Is it possible you could re upload this please? The link is dead

Quote:
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@Gap

Did you download Rubini's updated version? If so any chance you might host it as Rubini's mediafile link is dead.

Many thanks Kaleuns

Best regards.

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Old 10-10-13, 11:53 AM   #102
makman94
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i have upload this great ('must have') mini mod here:

http://speedy.sh/SyMdg/New-Hydrophones-layersV2.0.7z


ps: it is only for limited downloads so get it until Rubini fix his download links
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Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
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Old 10-10-13, 12:25 PM   #103
Txema
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Hi makman94,

Thank you very much for the link !!

But when I try to download the file it requires to execute a .exe file and I don't want to do that... It is supposed to be a download manager, but still... Why don't they allow us to download the file without executing an .exe?
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Old 10-10-13, 12:27 PM   #104
makman94
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Originally Posted by Txema View Post
Hi makman94,

Thank you very much for the link !!

But when I try to download the file it requires to execute a .exe file and I don't want to do that... It is supposed to be a download manager, but still... Why don't they allow us to download the file without executing an .exe?
i think that you are not clicking on the right spot .

click on the title of mod at the upper line
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Old 10-10-13, 12:37 PM   #105
Txema
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You are completely right, makman94 !!

Works perfectly by clicking on the title of mod at the upper line.

Thanks again !!!



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